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From Brick to Click: Comparing LEGO Building in Virtual Reality and the Physical World (2502.04525v1)

Published 6 Feb 2025 in cs.HC

Abstract: We present a comparative study of building with LEGO in three environments: the physical world, a Virtual Reality (VR) counterpart, and a VR setting enhanced with "superpowers". The study aims to understand how traditional creative hands-on activities translate to virtual environments, with potential benefits for educational, training, entertainment, and therapeutic uses. 22 participants engaged in both structured assembly and creative free-building tasks across these environments. We investigated differences in user performance, engagement, and creativity, with a focus on how the additional VR functionalities influenced the building experience. The findings reveal that while the physical environment offers a familiar tactile experience, VR, particularly with added superpowers, was clearly favoured by participants in the creative free-building scenario. Our recommendations for VR design include balancing automation with user control to enhance task efficiency while maintaining engagement, and implementing intuitive systems that manage complexity to prevent user overwhelm and support creative freedom.

Summary

  • The paper demonstrates that structured LEGO assembly tasks were completed significantly faster in a VR environment with superpowers.
  • It employed a within-groups design with 22 participants across physical, standard VR, and enhanced VR settings.
  • Findings imply that VR systems should balance automation and user autonomy to foster both precision and creative exploration.

Comparative Study of LEGO Building in Virtual and Physical Environments

The paper "From Brick to Click: Comparing LEGO Building in Virtual Reality and the Physical World" presents an in-depth comparative analysis of LEGO assembly and free-building experiences across three environments: the physical world, a standard Virtual Reality (VR) environment, and an enhanced VR setting with added functionalities, referred to as "superpowers." The paper, carried out by Viktorija Paneva, Maximilian David, and Jörg Müller, provides significant insights into the applicability of VR to traditional hands-on activities, emphasizing potential benefits for fields such as education, training, entertainment, and therapy.

Methodology

The experiment was meticulously designed as a within-groups paper involving 22 participants. Each participant completed tasks involving both structured LEGO assembly and creative free building across the three environments. The VR conditions were created using an HTC Vive Pro setup with Unity, and the augmented reality version included features such as unlimited brick supply, color-changing abilities, perspective modification to that of a LEGO minifigure, and automated brick provision. This innovative design aimed to gauge user preferences, performance differences, and engagement levels.

Results and Discussion

Performance Metrics: In the structured assembly task, participants completed the construction significantly faster in the VR environment with superpowers than in the other two settings, likely due to the automatic provision of necessary bricks reducing search time. However, the rate of errors was statistically similar across all conditions, suggesting misunderstandings stem from spatial inaccuracies rather than brick misidentification.

User Experience: Preferences varied depending on the task. While the traditional physical environment was preferred for tasks emphasizing precision and efficiency due to its familiar tactile feedback, the enhanced VR scenario was overwhelmingly favored in creative tasks. This suggests that while users appreciate the tangible nature of physical gameplay, they also enjoy and benefit from the creative freedom and novel experiences afforded by VR superpowers.

Creativity and Engagement: The VR environment with additional features encouraged longer engagement times, indicating that the expanded creative possibilities might have provided more incentive for exploration. Interestingly, despite the broader array of options in the enhanced VR environment, participants chose fewer diverse brick types, which resulted in more uniform constructions, pointing to potential user overwhelm in choice-rich environments.

Implications for VR Design

The findings highlight important considerations for VR designers aiming to incorporate traditional activities into digital spaces. It is apparent that user engagement benefits from a balanced approach between automation to streamline repetitive tasks and sufficient user agency to maintain challenge and enjoyment. Additionally, as many participants initially felt overwhelmed by the expansive capabilities in the VR environment, future VR systems could benefit from intuitive systems that help manage complexity and facilitate user creativity.

Future Directions

Future studies could further explore input methods such as gaze and gesture-based control, which might enhance the authenticity and ease-of-use of VR building experiences. As these technologies advance, virtual environments could serve as increasingly effective platforms for skill development in educational and therapeutic contexts, offering real-time feedback and customizable difficulty adjustments to better cater to individual user needs.

In summary, this paper substantively contributes to the understanding of how traditional physical activities translate into VR environments, informing potential applications and development strategies for VR technologies in related domains.

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